Everything is Broken again, AGAIN.

(Please Note the Sarcasm)

THIS NEW PATCH HAS RUINED THE GAME!

SINCE EVERYONE IN THIS FORUM THINKS WE NEED “LIKE” EVIDENCE TO PROVE STUFF AND THINGS I’M MAKING A POST WERE YOU DO NOT NEED SUCH THINGS NO GRAMAR NO EVIDENCE ALL ACTION.

POST HERE TO TELL THE DEVS HOW YOU REALLY FEEL!

Okay I will tell the devs how I really feel.

Unpopular opinion 1: Stop listening to the community so much. Air is barely usable in 1s because Platinum players who don’t know how to play the game come on to waypoint to complain about air instead of looking at what they’re doing wrong. Another nerf or 2 to air and you’ll never see it again in 1s.

Unpopular opinion 2: stop listening to 3s players about balance changes. That game mode is a cluster -Yoink- and will never be balanced, stop changing things to appease 3 players. It sucks because I have a feeling 3s is the most populated playlist, but RTS games need to be balanced around 1s and 1s only. This game will never be close to balanced if they try to make balance changes across 1s, 2s, and 3s. They need to stick to one playlist, preferably 1s, and make changes solely around that playlist. I’m tired of coming onto waypoint and seeing a Plat 3s player complaining that air is OP

> 2533274855883119;2:
> Okay I will tell the devs how I really feel.
>
> Unpopular opinion 1: Stop listening to the community so much. Air is barely usable in 1s because Platinum players who don’t know how to play the game come on to waypoint to complain about air instead of looking at what they’re doing wrong. Another nerf or 2 to air and you’ll never see it again in 1s.
>
> Unpopular opinion 2: stop listening to 3s players about balance changes. That game mode is a cluster -Yoink- and will never be balanced, stop changing things to appease 3 players. It sucks because I have a feeling 3s is the most populated playlist, but RTS games need to be balanced around 1s and 1s only. This game will never be close to balanced if they try to make balance changes across 1s, 2s, and 3s. They need to stick to one playlist, preferably 1s, and make changes solely around that playlist. I’m tired of coming onto waypoint and seeing a Plat 3s player complaining that air is OP

This guy… he knows how to RTS.

They listen too much to the community. Play the game yourselves and balance it with some input from the community but don’t just take any idiot opinion as gospel. You have to balance the game in 1v1 matches so play a lot of 1v1 matches with all leaders and see what works and what doesn’t. Balancing the game based on any more than 1v1 is crazy…

Sure t1 glassing bean is too good against buildings but the game isn’t completely broken and air imo is balanced which seems to be unpopular opinion among the community as people used to rant about air soooooo much

Here’s my unpopular opinion:

There are too many leaders, too many unique abilities, too many unique leader powers to effectively balance this game without significantly nerfing most things to the point that they are hardly special in any regard - defeating the purpose of variety.

Good luck.

The game is too fun.

Please nerf the game.

> 2535409307352389;4:
> They listen too much to the community. Play the game yourselves and balance it with some input from the community but don’t just take any idiot opinion as gospel. You have to balance the game in 1v1 matches so play a lot of 1v1 matches with all leaders and see what works and what doesn’t. Balancing the game based on any more than 1v1 is crazy…

I will admit very quickly that I am not the best at 1v1 games. I always have favored team games over 1v1 on every game I play because I prefer co-operative play and working together within teams. I would say I should play many more 1v1s, but instead of trying to pretend I am amazing when I’m not at it I and my colleagues watch various 1v1 streams or videos, competitive tournament videos, view lots of interactions from the game data, talk with hundreds of various players surrounding balance from all levels of skill, and work directly with many highly competitive players within the community including previous balance designers who helped build the game.

I would say we have a system in place that is working for the vast majority at this time. By no means am I saying it can’t be improved as it is ever evolving, but I would say we take a lot of information into account before making core changes to the game and how it plays than, “any idiot['s] opinion as gospel.”

This includes publicly posting patch notes weeks before the changes go out to allow the community to offer feedback on it regardless of whether it is good or bad.

The players will always know the game better than any dev in terms of what works and what doesn’t. Unless you do nothing but work on the game and then go home and play it in all of your spare time, there is not way you will be as knowledgeable as the people who actively play it. Working all day leaves little to no room to play it to the point of those who play as much as a developer works on it. The opinions and knowledge that players have can point in a direction that we may not think of as devs as well which is another key point that many forget. I wholeheartedly disagree fundamentally that listening to the community is a bad thing and most definitely won’t stop.

Do I personally disagree with people from the community on various ideas? Definitely. Do I personally push back on things that I don’t agree with? More definitely. Do I make everyone happy with the changes that happen? Lol. That will never happen and I don’t even entertain the thought that one could do that. If a sole individual could do that - they would get paid hundreds of millions of dollars and there would only be 1 game anyone ever played ever again.

TLDR; The communities input if proven by data and in practice helps shape the game’s future with each balance update. If a dial is shifted too far one way or the other it gets corrected, but not listening enough is a problem and can put one out of touch with the fan base you have. At least that is my personal opinion and it’s not going to change until someone shows me a better way. One must entertain the thought that they don’t know everything and always strive to learn. Working with the community is my personal way of constantly learning more about the game I love very much and have poured my life into for nearly 2 years now.

Cheers,
Postums

> 2533274855883119;2:
> Okay I will tell the devs how I really feel.
>
> Unpopular opinion 1: Stop listening to the community so much. Air is barely usable in 1s because Platinum players who don’t know how to play the game come on to waypoint to complain about air instead of looking at what they’re doing wrong. Another nerf or 2 to air and you’ll never see it again in 1s.
>
> Unpopular opinion 2: stop listening to 3s players about balance changes. That game mode is a cluster -Yoink- and will never be balanced, stop changing things to appease 3 players. It sucks because I have a feeling 3s is the most populated playlist, but RTS games need to be balanced around 1s and 1s only. This game will never be close to balanced if they try to make balance changes across 1s, 2s, and 3s. They need to stick to one playlist, preferably 1s, and make changes solely around that playlist. I’m tired of coming onto waypoint and seeing a Plat 3s player complaining that air is OP

Or the game could be balanced for all game modes not just 1s.Kind of selfish to say it should only be balanced for 1s

> 2533274830166194;9:
> > 2533274855883119;2:
> > Okay I will tell the devs how I really feel.
> >
> > Unpopular opinion 1: Stop listening to the community so much. Air is barely usable in 1s because Platinum players who don’t know how to play the game come on to waypoint to complain about air instead of looking at what they’re doing wrong. Another nerf or 2 to air and you’ll never see it again in 1s.
> >
> > Unpopular opinion 2: stop listening to 3s players about balance changes. That game mode is a cluster -Yoink- and will never be balanced, stop changing things to appease 3 players. It sucks because I have a feeling 3s is the most populated playlist, but RTS games need to be balanced around 1s and 1s only. This game will never be close to balanced if they try to make balance changes across 1s, 2s, and 3s. They need to stick to one playlist, preferably 1s, and make changes solely around that playlist. I’m tired of coming onto waypoint and seeing a Plat 3s player complaining that air is OP
>
> Or the game could be balanced for all game modes not just 1s.Kind of selfish to say it should only be balanced for 1s

In a perfect world, sure. But I think the issue is that balancing for 3s likely throws things out of whack for 1s. So if one must choose a primary focus for balance, I believe 1v1 is the place to do it. If one can balance 2s or 3s just as well, then by all means I say go for it.

> 2533274830166194;9:
> > 2533274855883119;2:
> > Okay I will tell the devs how I really feel.
> >
> > Unpopular opinion 1: Stop listening to the community so much. Air is barely usable in 1s because Platinum players who don’t know how to play the game come on to waypoint to complain about air instead of looking at what they’re doing wrong. Another nerf or 2 to air and you’ll never see it again in 1s.
> >
> > Unpopular opinion 2: stop listening to 3s players about balance changes. That game mode is a cluster -Yoink- and will never be balanced, stop changing things to appease 3 players. It sucks because I have a feeling 3s is the most populated playlist, but RTS games need to be balanced around 1s and 1s only. This game will never be close to balanced if they try to make balance changes across 1s, 2s, and 3s. They need to stick to one playlist, preferably 1s, and make changes solely around that playlist. I’m tired of coming onto waypoint and seeing a Plat 3s player complaining that air is OP
>
> Or the game could be balanced for all game modes not just 1s.Kind of selfish to say it should only be balanced for 1s

While I agree with you, this simply isn’t possible, especially in HW2. There are too many Leaders, too many leader abilities, the maps are too large (in teams), and there are too many interactions for the game to be balanced across all the deathmatch playlists. The only way for all three deathmath playlists (1’s, 2’s, 3’s) to be balanced, would be to have seperate balancing for each playlists, which, in my opinion, isn’t feasible. Even in other RTS games, players understand that team modes are meant for more casual play, and there will be great imbalances.

An example of this would be Vord’s Maelstrom. In team games, this ability is, without question, broken. Keeping an entire army locked in one place, and having have teammates bombard said army with actives is just plain unfair. However, in 1’s this ability is just meh, and doesn’t really do a whole lot, especially as units get global upgrades.

Another example of this would be everyone’s favourite; core air units. Air is just viable in 1’s and mostly isn’t seen until super late game, however, in teams, air is “good” and is seen almost every game.

There are countless examples that display this relationship, but I hope these help set the scene a little bit. As amazing at it would he to have all playlists balanced, it’s not possible, this is something we need to accept. Because of this, balancing the game around competive 1’s matches is the best course of action, as they are the most competive gamemode. This is universal across all RTS games.

> 2533274809541057;6:
> Here’s my unpopular opinion:
>
> There are too many leaders, too many unique abilities, too many unique leader powers to effectively balance this game without significantly nerfing most things to the point that they are hardly special in any regard - defeating the purpose of variety.
>
> Good luck.

More leaders than maps and more LPs than units. That’s a recipe for disaster.

Interesting how this went from a rant/satire thread to a “Hate On Team Modes” thread.

Not that I don’t think balancing around 1s is the best route. Just funny it ended up that way.

These threads are always so interesting. People who think the only way to balance a game is to focus on one mode are wrong.
Contrary to what some say. 1v1 is not the most important mode in a RTS… nor are the multiplayer modes. They are all important.

And no disrespect intended to all of the people who keep saying there are too many characters, but that is not the issue either. Do more characters make it more difficult? Yes.
Is is impossible? No. Besides, there is no need to cry over spilled milk. The characters are here and I am not trying to give them back. I love the variety.

The main problems have nothing to do with special units or powers. Yes the glassing beam is too powerful, but the developers knew that when they did it. I’m sure it will be changed shortly. The main problem is the core units as a whole aren’t balanced. Infantry just got to the point where they are formidable against air. Wraiths and Scorpions still need work against infantry. W

And IMO, the issue with air isn’t air, it’s Anti- Air. Anti Air and is too easy to destroy with air. People complain about Anti Air being too strong, but the offensive strength is fine now. The issue is that a good player is going to focus his/her units onto the biggest threat and air can Destroy AA too easily.

The truth of the matter is once the core of the game is balanced, it will be balanced for all game modes. It doesn’t matter if it is 1v1 or 3v3, a single player attacking with full pop air shouldn’t be as dominant as they are. That said, if we are talking multi player matches, 1 person should not be able to stop two people with full pop air. That is what teammates are for.

But once the core of the game is truly balanced, it should be fine in every mode.

Another thing many people don’t mention is the flow of the games. I mentioned this in another thread, so I apologize if this is redundant.

In nearly every 1v1 match I have played (admittedly not a whole lot) and watched (many) people tend to do some form of rush attack. In multiplayer games, people tend to take more time to attack because a rush is likely to be stopped by the other teammates sending help.

I believe the flow of the game has more to do with Air not being used in 1’s. Many of the high level player matches I watch in 1’s will have the other player on the ropes before they (the high level player) fill all of the pads on their initial base. And once someone gets a crew attacking your base, it is usually over unless there is outside help from another base or a leader power involved.

> 2533274927740213;13:
> Interesting how this went from a rant/satire thread to a “Hate On Team Modes” thread.
>
> Not that I don’t think balancing around 1s is the best route. Just funny it ended up that way.

Breezy picked up on it :joy:

This got way better than I expected.

I invite you to watch this video from team respawn which is evidence of my factual statements of metrics in game such as the cost of units which doesn’t need evidence its there in game at the vehicle and air production buildings respectively.

Some things to bare in mind the reaver army barely scrapes a win against the banshees and there is little to no micro management on both sides they let the AI do the targeting this is the thing with the statements from many about testing its not testing its in a controlled environment.

When a full pop of air attacks a force with anti air a skilled player will allways focus down the AA units first if the AA opposition does this they will likely overkill a single target and lose overall damage output on the Air so there’s that to take into consideration.

Furthermore the cost of the AA vs the air is one of the biggest imbalances let’s do the math as evidence has been requested so many times to detract from the truth of the argument and that is the economy hit and utility of Air units not the fact that some people believe this post to be a complaints post regarding if you build air you win everytime which is NOT what I have said at any point so anyway the maths.

Reavers:
Supply’s: 175 x 14 = 2450 Supplys
Power: 225 × 14 = 3150 Power
Tech 2: 1000 PowerBanshees:
Supplys: 275 × 30 = 8250
Tech 2: 1000 PowerLet’s break down some hard truths here.

Yes the banshees cost 3 times as much supply’s as the reavers but supply’s are easy to amass power is most certainly not comparable in economy terms to supply’s.It will cost you around 2000 supply’s and 1000 power to build 3 generators and upgrade them to be any where near close enough to being able to afford that much anti air in the first place and that’s before the costs to reach tech 2 in the first place.

The banshees on the other hand require much less investment to get up and running and thier return on investment is much much higher so so far 1-0 to the Air spammer This is without taking into consideration the additional cost to the reaver army for the shroud, locusts, marauders and grunts ect which I estimate to be another 500-1000 Power and around 2000-3000 supply’s based on the footage in the video.

This brings the total investment to bring down a full pop of banshees to a whopping.
7450 Supply’s
AND
6150 Power

So with that being said from this calculation we can deduce that Air has beaten its counter not only in economy but in performance as well whilst also knowing that from the testing in the video little to no micro management was used to counter the AA from the opposistion.

And we are only looking at banshees a pack of hornets would be even more of an overkill on the AA at only a slight increase in supply cost vs the bansheesAnd then there’s the wolverines which are considered weaker than the reavers what happens there is guaranteed to be even more of a win for the Air.

So in closing the people who wanted evidence to what I’ve said you have it there in front of you.Some like minded people have attempted to warp the intent and messege of mine and others posts regarding this topic and belittle alot of people about thier need to learn to be better at the game to stop complaining when they know nothing about the person they are insulting let alone never even played a match with or against them which is a cop out for avoiding the facts of the issues raised in the Air vs AA debates.

But here is the evidence to back up my proposed balance changes and to further enforce what alot of people, postums and the devs are saying and working to fix for the betterment of balance and elimination of the concept of a single unit army in a truly amazing RTS game and that is that air is over performing against its counter.

Can a complex army of reavers take on banshees
Halo Wars 2 Mythbusters

To clarify my position on this matter as some people like to warp the posts in a different direction putting peoples argument on this topic down to lack of skill or ability to play at a competitive level.

This post is for the community to come together and voice concerns over the single unit spam of air and its dominance and utility in the game as it stands, and as postums has stated air is over performing right now and has been for a while as most people with common sense and the devs have confirmed this.

On the other side there is a so called self proclaimed elite few forum warriors that attempt to shut down any constructive argument under the guise of your a noob or your service record gives you no experience or right to question game balance.

You have to be blind, in denial or an advocate of spamming only air to see how overpowered it is else you wouldn’t defend it so religiously. But I digress.So here’s the thing. Air units are totally over powered. Period. And this is since the most recent patch in march and I hope for a correction by the devs by further buffing AA in the next update.

One of the main reasons behind this is the sheer cost to counter air is unbalanced as it costs power to build anti air something that is not easily acsessable or in abundance in the early game and even the mid game.

On the otherside air costs only supply’s which we all know and can agree on is much to easy to spam early and mid game.

Furthermore air is incredibly easy to manoeuvre and requires litterly no skill to melt opposition as AA can be focused down in mere seconds and can reposistion in a heartbeat and out range AA using bases as LOS blockers allowing for air units to focus down bases and structures.

Ways this can be fixed.
For AA balance:
Half power cost on AA
Speed up build time of AA
And buff AA damage

For Air balance:
Add 75-125 supply’s to cost of air
Reduce core Air damage against AA, structures and turrets.
Increase build time

This will mean that players have to build anti vehicle to counter AA and anti building to destroy bases not just laser everything down with overwhelming air and manoeuvrability.

Realistically 1-2 AA should be able to take down at least 2-3 Air units quickly and efficiently but its quite often the case that the air will move away from AA and find someone without AA which implies that every game you need to build majority AA.

I myself have pulled off many full air rushes and its kinda of sad the place air is right now as nothing is equivalent to thier power and utility in game and as such the direction of the game is heading to a full air pop meta in essence destroying the need to build other great units in the game and strategize mixed build army’s for more depth of combat.

Dench.

I also strongly agree with the rhetoric that all game modes should be balanced and like some have said 3v3’s are in my belief the most enjoyable and come together moments in a strategy game as nothing beats teaming up with friends and winning games by engaging in cooperation and overcoming unpredictable situations, as a team, as a unit.

In my personal opinion the majority of the game is incredibly well balanced and the amount of time effort and hardwork by the developers is evident even with the multitude of leaders they have still managed to make them all viable and there is no 1 alpha leader they all have their perks and play styles.

The only thing I believe to be not balanced in this game is the Anti Air and as such gives air a overpowered state I have done some research into this and although the community is split on this subject I believe a compromise can be met with adjustments to AA power costs and damage output because as it stands AA is not even a threat to a full population of air due to manuevrability and damage output.

There is far to much single unit air army’s buzzing around and this is without a doubt a huge exploit that can be abused and is abused by many players which are the people on the otherside of this argument/debate so in closing please take the time to check out my own findings and possible solutions to this issue over here at. Air is still viable as a single unit balance issue forum.

https://www.halowaypoint.com/en-us/forums/38bd6e2ebbb14e5b9b359bb029588800/topics/air-is-still-viable-as-a-single-unit-balance-issue/b7be7c7a-e1d5-4028-ac30-703a97c7583e/posts?page=2#post26

And maybe in the future we will see more balanced army compositions and strategy take form in this truly amazing RTS series.

> 2533274792014876;8:
> > 2535409307352389;4:
> > They listen too much to the community. Play the game yourselves and balance it with some input from the community but don’t just take any idiot opinion as gospel. You have to balance the game in 1v1 matches so play a lot of 1v1 matches with all leaders and see what works and what doesn’t. Balancing the game based on any more than 1v1 is crazy…
>
> I will admit very quickly that I am not the best at 1v1 games. I always have favored team games over 1v1 on every game I play because I prefer co-operative play and working together within teams. I would say I should play many more 1v1s, but instead of trying to pretend I am amazing when I’m not at it I and my colleagues watch various 1v1 streams or videos, competitive tournament videos, view lots of interactions from the game data, talk with hundreds of various players surrounding balance from all levels of skill, and work directly with many highly competitive players within the community including previous balance designers who helped build the game.
>
> I would say we have a system in place that is working for the vast majority at this time. By no means am I saying it can’t be improved as it is ever evolving, but I would say we take a lot of information into account before making core changes to the game and how it plays than, “any idiot['s] opinion as gospel.”
>
> This includes publicly posting patch notes weeks before the changes go out to allow the community to offer feedback on it regardless of whether it is good or bad.
>
> The players will always know the game better than any dev in terms of what works and what doesn’t. Unless you do nothing but work on the game and then go home and play it in all of your spare time, there is not way you will be as knowledgeable as the people who actively play it. Working all day leaves little to no room to play it to the point of those who play as much as a developer works on it. The opinions and knowledge that players have can point in a direction that we may not think of as devs as well which is another key point that many forget. I wholeheartedly disagree fundamentally that listening to the community is a bad thing and most definitely won’t stop.
>
> Do I personally disagree with people from the community on various ideas? Definitely. Do I personally push back on things that I don’t agree with? More definitely. Do I make everyone happy with the changes that happen? Lol. That will never happen and I don’t even entertain the thought that one could do that. If a sole individual could do that - they would get paid hundreds of millions of dollars and there would only be 1 game anyone ever played ever again.
>
> TLDR; The communities input if proven by data and in practice helps shape the game’s future with each balance update. If a dial is shifted too far one way or the other it gets corrected, but not listening enough is a problem and can put one out of touch with the fan base you have. At least that is my personal opinion and it’s not going to change until someone shows me a better way. One must entertain the thought that they don’t know everything and always strive to learn. Working with the community is my personal way of constantly learning more about the game I love very much and have poured my life into for nearly 2 years now.
>
> Cheers,
> Postums

I also strongly agree with the rhetoric that all game modes should be balanced and like some have said 3v3’s are in my belief the most enjoyable and come together moments in a strategy game as nothing beats teaming up with friends and winning games by engaging in cooperation and overcoming unpredictable situations, as a team, as a unit.In my personal opinion the majority of the game is incredibly well balanced and the amount of time effort and hardwork by the developers is evident even with the multitude of leaders they have still managed to make them all viable and there is no 1 alpha leader they all have their perks and play styles.

The only thing I believe to be not balanced in this game is the Anti Air and as such gives air a overpowered state I have done some research into this and although the community is split on this subject I believe a compromise can be met with adjustments to AA power costs and damage output because as it stands AA is not even a threat to a full population of air due to manuevrability and damage output.

There is far to much single unit air army’s buzzing around and this is without a doubt a huge exploit that can be abused and is abused by many players which are the people on the otherside of this argument/debate so in closing please take the time to check out my own findings and possible solutions to this issue over here at. Air is still viable as a single unit balance issue forum.

https://www.halowaypoint.com/en-us/forums/38bd6e2ebbb14e5b9b359bb029588800/topics/air-is-still-viable-as-a-single-unit-balance-issue/b7be7c7a-e1d5-4028-ac30-703a97c7583e/posts?page=2#post26

And maybe in the future we will see more balanced army compositions and strategy take form in this truly amazing RTS series.

<mark>This post has been edited by a moderator. Please do not flame or attack other members.</mark>
*Original post. Click at your own discretion.

> 2533274947029744;17:
> I invite you to watch this video from team respawn which is evidence of my factual statements of metrics in game such as the cost of units which doesn’t need evidence its there in game at the vehicle and air production buildings respectively.
>
> Some things to bare in mind the reaver army barely scrapes a win against the banshees and there is little to no micro management on both sides they let the AI do the targeting this is the thing with the statements from many about testing its not testing its in a controlled environment.
>
> When a full pop of air attacks a force with anti air a skilled player will allways focus down the AA units first if the AA opposition does this they will likely overkill a single target and lose overall damage output on the Air so there’s that to take into consideration.
>
> Furthermore the cost of the AA vs the air is one of the biggest imbalances let’s do the math as evidence has been requested so many times to detract from the truth of the argument and that is the economy hit and utility of Air units not the fact that some people believe this post to be a complaints post regarding if you build air you win everytime which is NOT what I have said at any point so anyway the maths.
>
> Reavers:
> Supply’s: 175 x 14 = 2450 Supplys
> Power: 225 × 14 = 3150 Power
> Tech 2: 1000 PowerBanshees:
> Supplys: 275 × 30 = 8250
> Tech 2: 1000 PowerLet’s break down some hard truths here.
>
> Yes the banshees cost 3 times as much supply’s as the reavers but supply’s are easy to amass power is most certainly not comparable in economy terms to supply’s.It will cost you around 2000 supply’s and 1000 power to build 3 generators and upgrade them to be any where near close enough to being able to afford that much anti air in the first place and that’s before the costs to reach tech 2 in the first place.
>
> The banshees on the other hand require much less investment to get up and running and thier return on investment is much much higher so so far 1-0 to the Air spammer This is without taking into consideration the additional cost to the reaver army for the shroud, locusts, marauders and grunts ect which I estimate to be another 500-1000 Power and around 2000-3000 supply’s based on the footage in the video.
>
> This brings the total investment to bring down a full pop of banshees to a whopping.
> 7450 Supply’s
> AND
> 6150 Power
>
> So with that being said from this calculation we can deduce that Air has beaten its counter not only in economy but in performance as well whilst also knowing that from the testing in the video little to no micro management was used to counter the AA from the opposistion.
>
> And we are only looking at banshees a pack of hornets would be even more of an overkill on the AA at only a slight increase in supply cost vs the bansheesAnd then there’s the wolverines which are considered weaker than the reavers what happens there is guaranteed to be even more of a win for the Air.
>
> So in closing the people who wanted evidence to what I’ve said you have it there in front of you.Some like minded people have attempted to warp the intent and messege of mine and others posts regarding this topic and belittle alot of people about thier need to learn to be better at the game to stop complaining when they know nothing about the person they are insulting let alone never even played a match with or against them which is a cop out for avoiding the facts of the issues raised in the Air vs AA debates.
>
> But here is the evidence to back up my proposed balance changes and to further enforce what alot of people, postums and the devs are saying and working to fix for the betterment of balance and elimination of the concept of a single unit army in a truly amazing RTS game and that is that air is over performing against its counter.
>
> Can a complex army of reavers take on banshees
> Halo Wars 2 Mythbusters
> - YouTube
>
> To clarify my position on this matter as some people like to warp the posts in a different direction putting peoples argument on this topic down to lack of skill or ability to play at a competitive level.
>
> This post is for the community to come together and voice concerns over the single unit spam of air and its dominance and utility in the game as it stands, and as postums has stated air is over performing right now and has been for a while as most people with common sense and the devs have confirmed this.
>
> On the other side there is a so called self proclaimed elite few forum warriors that attempt to shut down any constructive argument under the guise of your a noob or your service record gives you no experience or right to question game balance.
>
> You have to be blind, in denial or an advocate of spamming only air to see how overpowered it is else you wouldn’t defend it so religiously. But I digress.So here’s the thing. Air units are totally over powered. Period. And this is since the most recent patch in march and I hope for a correction by the devs by further buffing AA in the next update.
>
> One of the main reasons behind this is the sheer cost to counter air is unbalanced as it costs power to build anti air something that is not easily acsessable or in abundance in the early game and even the mid game.
>
> On the otherside air costs only supply’s which we all know and can agree on is much to easy to spam early and mid game.
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> Furthermore air is incredibly easy to manoeuvre and requires litterly no skill to melt opposition as AA can be focused down in mere seconds and can reposistion in a heartbeat and out range AA using bases as LOS blockers allowing for air units to focus down bases and structures.
>
> Ways this can be fixed.
> For AA balance:
> Half power cost on AA
> Speed up build time of AA
> And buff AA damage
>
> For Air balance:
> Add 75-125 supply’s to cost of air
> Reduce core Air damage against AA, structures and turrets.
> Increase build time
>
> This will mean that players have to build anti vehicle to counter AA and anti building to destroy bases not just laser everything down with overwhelming air and manoeuvrability.
>
> Realistically 1-2 AA should be able to take down at least 2-3 Air units quickly and efficiently but its quite often the case that the air will move away from AA and find someone without AA which implies that every game you need to build majority AA.
>
> I myself have pulled off many full air rushes and its kinda of sad the place air is right now as nothing is equivalent to thier power and utility in game and as such the direction of the game is heading to a full air pop meta in essence destroying the need to build other great units in the game and strategize mixed build army’s for more depth of combat.
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> Dench.

Just shut up